;
;   CIVILIZATION CIVILOPEDIA TEXT
;   Copyright (c) 1995 by MicroProse Software
;
;   Altering the contents of this file may cause the
;   game to malfunction.
;

@PEDIAPICKCIV
@width=540
@columns=3
@listbox
@title=Civilopedia: Civilization Advances

@PEDIACIV
@width=480
@title=Civilization Advance
^^%STRING0
^


@PEDIACIVFACTS
^Allows government form of same name.
^Allows settlers to build fortresses.
^Allows settlers to build airbases.
^Allows settlers to build magic roads.
^Allows settlers to improve farmland.
^Increases the effect of temples.
^Increases the effect of arenas.
^Worth bonus points in Civilization score.
^Increases ship movement rates by one.
^Improves Spaceship thrust by 25%.
^Free civ. advance for first civ. to discover.
^Decreases the effect of Cathedrals.
^Cancels the effect of


@PEDIAPICKUNIT
@width=540
@columns=3
@listbox
@title=Civilopedia: Unit Types

@PEDIAUNIT
@width=480
@title=Unit Type
^^%STRING0
^

@PEDIAUNITFACTS
^Can see units two spaces away.
^Ignores enemy Zones of Control.
^Can make amphibious landings.
^Invisible to most enemy ships.
^Can attack aircraft in flight.
^Will be lost out of sight of land.
^Ignores City Walls.
^Can carry friendly air units.
^Can make paradrops.
^Treats all squares as road squares.
^Defense +50% versus units with a movement factor of 2.
^Only Fundamentalist governments can build.
^Destroyed after attacking.
^Defense +100% versus air and missile units.
^Can spot enemy submarines in adjacent squares.


@PEDIAPICKGOVT
@width=480
@listbox
@title=Civilopedia: Governments


@PEDIAPICKIMPROVE
@width=540
@columns=3
@listbox
@title=Civilopedia: City Improvements

@PEDIAIMPROVE
@width=480
@title=City Improvement
^^%STRING0
^

@;Palace
@PEDIAIMPROVE1
Eliminates corruption and waste in the city,
and decreases it in all nearby cities.

@;Barracks
@PEDIAIMPROVE2
City produces Veteran ground units. Ground units can
be completely repaired in a single turn.

@;Granary
@PEDIAIMPROVE3
Only half of city's food store is depleted when
city increases in size.

@;Temple
@PEDIAIMPROVE4
Up to two discontented citizens are made content.

@;Marketplace
@PEDIAIMPROVE5
Increases tax and luxury output by 50%.

@;Library
@PEDIAIMPROVE6
Increases science output by 50%.

@;Courthouse
@PEDIAIMPROVE7
Decreases corruption by 50%. Makes city more resistant
to bribery by enemy diplomats and spies. Under Democracy,
one content citizen becomes happy.

@;City Walls
@PEDIAIMPROVE8
Units in city are tripled on defense versus ground attacks.

@;Aqueduct
@PEDIAIMPROVE9
Apprentice jobs attract people from nearby villages to come
to a city seeking work. Allows city to increase past size 8.

@;Bank
@PEDIAIMPROVE10
Increases tax and luxury output by an
additional 50% (cumulative w/ Marketplace).

@;Cathedral
@PEDIAIMPROVE11
With the war going on, many people turn to religion as
an answer. Whether or not it works, it still keeps people
from worrying. Makes four unhappy people content.

@;University
@PEDIAIMPROVE12
Increases science output by an additional
50% (cumulative w/ Library).

@;Mass Transit
@PEDIAIMPROVE13
Eliminates pollution caused by population.

@;Colosseum
@PEDIAIMPROVE14
An arena is perhaps the best form of entertainment in
this day and age. It allows people to forget the war
and enjoy themselves. Three unhappy people are made
content.

@;Factory
@PEDIAIMPROVE15
A blacksmith is essential for the quick production
of weapons and other metal implements. Increases
production by 50%.

@;Mfg. Plant
@PEDIAIMPROVE16
Increases resource production by an additional 50%
(cumulative w/ Factory).

@;SDI Defense
@PEDIAIMPROVE17
Protects everything within three spaces of
the city from nuclear attack.

@;Recycling Center
@PEDIAIMPROVE18
Unhappy industrial workers can cause problems for
production in a city. Labour laws reduce the chance
of workers striking and production dropping as a
result.

@;Power Plant
@PEDIAIMPROVE19
Increases factory output by 50%.

@;Hydro Plant
@PEDIAIMPROVE20
A water mill provides water for metal working.
Increases blacksmith production by 50%.

@;Nuclear Plant
@PEDIAIMPROVE21
Increases factory output by 50%.  Cleaner
than Power Plant (same as Hydro Plant), but
there is a risk of Nuclear Meltdown unless
civilization has discovered Fusion.

@;Stock Exchange
@PEDIAIMPROVE22
Increases tax and luxuries output by an additional
50% (cumulative with Marketplace and Bank for a grand
total of 150%).

@;Sewer System
@PEDIAIMPROVE23
The lure of professional jobs attracts people from
villages and towns from miles around to a city.
Allows city to grow beyond size 16.

@;Supermarket
@PEDIAIMPROVE24
Allows squares in the city's radius with
the "farmland" improvement (irrigated twice)
to produce 50% more food.

@;Superhighways
@PEDIAIMPROVE25
All squares in the city's radius with roads
(or railroads) produce 50% more trade.

@;Research Lab
@PEDIAIMPROVE26
Increases science output by an additional 50%
(cumulative with Library and University for a
grand total of 150%).

@;SAM Missile Battery
@PEDIAIMPROVE27
Units in city are doubled on defense against
air units and non-nuclear missile units.

@;Coastal Fortress
@PEDIAIMPROVE28
Units in city are doubled on defense against
shore bombardment by enemy ships.

@;Solar Plant
@PEDIAIMPROVE29
Increases factory output by 50%.  Cleaner
than all other forms of power.

@;Harbor
@PEDIAIMPROVE30
All ocean squares in the city's radius
produce one extra unit of food.

@;Offshore Platform
@PEDIAIMPROVE31
All ocean squares in the city's radius
produce one shield.

@;Airport
@PEDIAIMPROVE32
City produces veteran air units.
Any air unit spending its entire turn in the city
is completely repaired.

@;Police Station
@PEDIAIMPROVE33
Decreases unhappiness caused by troops away from city by 1.

@;Port Facility
@PEDIAIMPROVE34
City produces veteran naval units.
Any ship spending its entire turn in the city is
completely repaired.

@;SS Structural
@PEDIAIMPROVE35

@;SS Component
@PEDIAIMPROVE36

@;SS Module
@PEDIAIMPROVE37

@;Capitalization
@PEDIAIMPROVE38
Converts production into trade.

@;Pyramids
@PEDIAIMPROVE39
The Palace of the Plains was the original palace of the Noress
Royal Family before it was converted into a Executorship. It
is still the home of the Jasmael family, who have enormous
influence over the affairs of the region. 

@;Hanging Gardens
@PEDIAIMPROVE40
Forbanks Stadium is the main vocal point for the Kingdom. In
it, people can voice their views on subjects, concerts are
performed, and the people are generally happier because
of it.

@;Colossus
@PEDIAIMPROVE41
Cirian was a Destari soldier who was amongst the 500 people that
accompanied Helena and Julia on their voyage across the Eastern
Ocean. If not for Cirian, Julia would have been killed by a wild
Friesin warrior upon landing. Upon Cirian`s death, Julia ordered
for Cirian`s sword to be kept in a case in First Landing.

@;Lighthouse
@PEDIAIMPROVE42
The ability of the Pirates to ride out storms in their ships
allowed them to attack Destari shipping, then sailing far out
into the ocean before they could be attacked themselves.

@;Great Library
@PEDIAIMPROVE43
The Fortress of Ryru End was part of the defences commisioned by
Queen Rachel against Pirate attacks. Although the Fortess was enough
to keep the Pirates out of the city then, it may not be now...

@;Oracle
@PEDIAIMPROVE44
The Father Statue in Mellia is one of the finest examples of
Noress engineering. It was built in 396 to commemorate the
great Cantedera, who united the Kingdoms of Thloriea and
Mulkac into the Noress Kingdom by marrying Fealor of Thlorien.
She is commemorated in the form of the Mother Statue in he
home city. 

@;Great Wall
@PEDIAIMPROVE45
The Noress city of Hillsfar, which would play little role in the
well-being of the Dominion if it were not for it`s immense gold
reserves, has often been the cause of many wars. It`s main role
now is the fact that it is the nearest Noress city to the Volten
border.

@;Sun Tzu's War Academy
@PEDIAIMPROVE46
The beautiful Golden Coast, which runs along the Noress coast from
Grendum in the south to the Haer Inlet in the north, was once the
site of a great battle between the Noress and the Pirates. Nowadays,
it is a great source of trade, with visitors travelling from the
north of the Destari Kingdom to see it.

@;King Richard's Crusade
@PEDIAIMPROVE47
The Menilis family, of which Julian X was the last of, originated
in the town of Middle Bartiole. The distinctive design of their
herald, which was adopted as the Destari flag shortly after the
Menilis family first came to power, was formed by combining the
original orange and blue of the Menilis family with the yellow
backdrop and red symbol of the Ressken family, which married into
the Menilis` in 124.

@;Marco Polo's Embassy
@PEDIAIMPROVE48
King Julian V, Julian X`s great-great-great-great grandfather, concerned
that the Destari Kingdom might be lagging in foreign affairs, opened
a great embassy in Erellbury in 249. It attracted diplomats from the
Noress Kingdom and the Yukan Republic (which joined the Destari Kingdom
in 376), and Destari foreign relations were improved vastly as a result.


@;Michelangelo's Chapel
@PEDIAIMPROVE49
Queen Helena was known for he excellent diplomatic skills. If not
for her, the Friesins would never have co-operated with her expedition
at all. She ruled the Friesins for 12 years before abdicating and making
way for Julia to tkae the throne. Her statue in Juliapolis is 78 metres
high, and is an incredible feat of engineering that would be impossible
if it was not for magic.

@;Copernicus' Observatory
@PEDIAIMPROVE50
The Royal Tombs in Trighton Lake are the final resting place for all
members of the Destari Royal Family. Only Julian X, Queen Helena and
Queen Julia are not buried there at at the start of the scenario.

@;Magellan's Expedition
@PEDIAIMPROVE51
Movement rate of all ships is increased by two.

@:Shakespeare's Theatre
@PEDIAIMPROVE52
King Julian X was reknowned for his charisma and skill in diplomacy,
which he inherited from his mother, Queen Helena. He keeps the Destari
people happy through clever decisions that almost always avoid war
(but not always).

@;Da Vinci's Workshop
@PEDIAIMPROVE53
The caverns in the city of Aastruth are evidence of the primitive people
that the Destari once were. The cave paintings on the walls suggest that
there was a more powerful civilization in the area that were wiped out
by what appears to have been a plague that the early Destari people were
immune to.

@;J.S. Bach's Cathedral
@PEDIAIMPROVE54
The Grove is the home of the Jakaris family. Built in 306 by
the Jakaris family, who also built Jakaria, it is a reknowned
area of beauty in the Destari Kingdom.

@;Isaac Newton's College
@PEDIAIMPROVE55
The Sorceror is strange man who lives in Ulfbank. He is shrouded in mystery,
but it is believed that the Friesins learnt their magical abilities from him.

@;Adam Smith's Trading Co.
@PEDIAIMPROVE56
The Mother Statue is a representation of Fealor, who married Cantadera of
Mellia and united the two feuding kingdoms of Mulkac and Thloriea. The
statue was built in 396, at the same time as the Father Statue in Mellia,
which represents Cantadera.

@;Darwin's Voyage
@PEDIAIMPROVE57
The voyage of Queen Helena and Princess Julia in 651 was a
great feat that is remembered in most Friesin texts. When Julia
and Helena landed, they were attacked by the primitive Friesins.
Over the years, the Friesins began to accept the rule of the
Destari people, and a great empire was forged.

@;The Statue of Liberty
@PEDIAIMPROVE58
The Palace of Daesros is infact the Provincial Palace of the
Province of Volte. Daesros stormed the Palace three years ago
at the beginning of the Volten revolt, when Destari troops were
busy suppressing riots in Forbanks and Hykule.

@;The Eiffel Tower
@PEDIAIMPROVE59
Trellia`s stronghold in Mellia is known as the Castle of Gold.
When it was built, in 480, the walls were gold plated on the
upper levels, and the castle glimmered in the sunlight. But
over the years, thieves stole the gold, and now the castle is
brass plated. The effect is similar, but somehow not quite the
same...

@;Hoover Dam
@PEDIAIMPROVE61
The Volten people are 100% behind the independence movement for
their province. Nowhere inside the province will you find anyone
who does not believe in Daesros and his principles.

@;Women's Suffrage
@PEDIAIMPROVE60
Tefra Harbour represents the glory years of the Destari, when they 
had control of the Great Archipelago as far east as Port Gash. The
Sheltered Port allowed ships to enter a calm area of the ocean in
safety, and the people of Tefra Harbour felt safe as a result. The
Pirates captured the port in 582, and it has been in their control
to this very day. 

@;Manhattan Project
@PEDIAIMPROVE62
The Statues of Light, located in Old Kever Lock, are the only hard
evidence that a highly advanced civilization flourished in the land
now occupied by the Kingdom many years ago. The statues themselves
are both exactly the same height (153 metres tall) and the energy
source which powers the lights held in each statue`s left hand has
been burning for over 2000 years without stopping.

@;United Nations
@PEDIAIMPROVE63
It never stops burning. No-one alive has ever seen it. But they all
know of it.

@;Apollo Program
@PEDIAIMPROVE64
The All-Seeing eye is the only wonder which can be built during the
course of the scenario. You can find out it`s effect for yourself!

@;SETI Program
@PEDIAIMPROVE65
The Library of Dastan is the foremost hoard of knowledge in the Destari
Kingdom. Scholars from far and wide come to study the texts stored in it.
Pirates have even been known to visit the Library for study!

@;Cure for Cancer
@PEDIAIMPROVE66
Since the beginning of time, people who have lost their faith in God have
turned to Satan, Lord of Darkness as an alternative. The Sacrificial Altar
at the entrance of the Gateway to Hell is a place for such misguided souls
to show their appreciation for their Lord.

@PEDIAGOVT
@width=600
@title=Civilization: Governments
The form of government you choose for your civilization will
affect the way resources are distributed in your cities, the
rate at which your citizens can produce and sustain new units
and city improvements, and the extent to which your citizens
have a say in the way you govern them.
^
Some forms of government, such as Despotism, Monarchy, and
later Communism and Fundamentalism, allow you to expand
rapidly, to produce and sustain large numbers of military
units, and to control your affairs completely.
^
Democracy and the Republic, on the other hand, give your
citizens the freedom to produce vast amounts of trade, which
increases your wealth and knowledge rapidly. On the other
hand, your citizens may grow unhappy when you send military
units out of your cities; also, your Senate may try to
interfere in your conduct of foreign affairs.
^
To change your civilization's government, you must have a
Revolution--select "Revolution" from the Kingdom Menu.  This
will entail a brief period of Anarchy.

@PEDIAGOVT0
@width=600
@title=Civilization Government: Anarchy
Anarchy represents not so much a government type as the
lack of any stable government. Anarchy occurs when your
civilization's government falls, or when you decide to
have a Revolution. After a few turns of Anarchy, you will
be able to reconstitute your government.
^
Anarchy is similar to Despotism, except that the corruption
rate is VERY HIGH (see entry for Despotism).  However, no
taxes are collected during a period of Anarchy, and no
scientific research is conducted.

@PEDIAGOVT1
@width=600
@title=Civilization Government: Despotism
^UNIT SUPPORT
Each unit above the city size costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Despotism has a HIGH rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Despotism, none of the science/tax/luxury rates may
be set higher than 60%.  ALSO, ANY SQUARE WHICH WOULD ORDINARILY
PRODUCE THREE OR MORE OF A RESOURCE (FOOD, SHIELDS, TRADE) PRODUCES
ONE LESS.
^
^HINTS
Because of Despotism's high rate of corruption, it is almost
always an inferior form of government.  Try to switch to a
Monarchy as soon as possible.


@PEDIAGOVT2
@width=600
@title=Civilization Government: Monarchy
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Monarchy has a MODERATE rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Monarchy, none of the science/tax/luxury rates may
be set higher than 70%.
^
^HINTS
Monarchy is an excellent form of government for a young
civilization.


@PEDIAGOVT3
@width=600
@title=Civilization Government: Communism
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting *TWO* unhappy citizens into
content citizens (so a total of SIX unhappy citizens can
be suppressed).
^
^CORRUPTION AND WASTE
Under Communism, state control of the economy eliminates
organized crime.  Your cities, therefore, experience no
corruption.
^
^SPECIAL
All SPY units produced under Communist governments are
given VETERAN status.  Under Communism, none of the
science/tax/luxury rates may be set higher than 80%.
^
^HINTS
Communism is best for large, far-flung empires which need
to maintain a large military.  Use your powerful spies to
steal technology from the capitalist pigs.

@PEDIAGOVT4
@width=600
@title=Civilization Government: Fundamentalism
^UNIT SUPPORT
Can support up to TEN units for free; additional
units cost one shield each.  Settlers eat TWO
food per turn.  ONLY Fundamentalisms may produce
FANATIC units.
^
^HAPPINESS
Under Fundamentalism, NO CITIZEN IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
Fundamentalism has a LOW rate of corruption.
However, Fundamentalism has the special disadvantage that
all SCIENCE is HALVED.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Temples, etc.)
produce "tithes" equal to the number of citizens they would
otherwise convert.  They also require no maintenance.
The diplomatic penalties for "terrorist acts" committed by
your Diplomats and Spies are reduced.
Under Fundamentalism, none of the science/tax/luxury rates may
be set higher than 80%.
^
^HINTS
Fundamentalism eliminates all happiness problems and provides
an excellent revenue.  Scientific research tends to languish.


@PEDIAGOVT5
@width=600
@title=Civilization Government: Republic
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn.
^
^HAPPINESS
Each military unit AFTER THE FIRST which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes one citizen in its home city to become unhappy.
^
^CORRUPTION AND WASTE
The Republic has a LOW rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Republic, each square which ordinarily produces at
least one unit of trade produces an extra unit.
None of the science/tax/luxury rates may be set higher
than 80%.
^
^HINTS
Switching to a Republic can give an astounding boost to your
science and tax revenues, although you'll probably have to
divert some of your trade to luxuries.  It becomes more
difficult (and expensive) to keep an army in the field, but
building the Womens Suffrage wonder can help with this
problem.

@PEDIAGOVT6
@width=600
@title=Civilization Government: Democracy
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn.
^
^HAPPINESS
Each unit which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes TWO citizens in its home city to become unhappy.
^
^CORRUPTION AND WASTE
Democracies experience NO corruption or waste.
^
^SPECIAL
Under a Democracy, each square which ordinarily produces at
least one unit of trade produces an extra unit.
The units and cities of a Democracy are immune to BRIBERY
of all forms.
The science/tax/luxury rates may be set to any level
desired.
^
^HINTS
Democracies can produce spectacular amounts of revenue and
scientific research.  However, because of the severe
happiness restrictions on military units, this form of
government tends to be viable only for large, advanced
civilizations.  Increasing your luxuries rate and building
Wonders can help alleviate this problem.

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